Best practices for letting the player know what questions your enemies are asking.
In this article, Keith Burgun unpacks some of the complaints surrounding game patches, and explains why, despite the annoyances, patching our games beats the alternative.
I discuss some thoughts on music and what game design might be able to learn from it.
Through the development of Splinter Cell: Blacklist & Far Cry 4, I realized I've developed some personal Guiding Art Principles that inform my day to day decision-making whether I'm tackling props or full environments. Thought it'd be worth sharing!
Product Positioning is one of the most important aspects of games marketing to a prospective audience, here this blog post looks at the importance of positioning in a busy marketplace and defining your products feature strengths against competitors.
It's increasingly important to create games that stand out with original mechanics and features. Designer and studio director Alex Fleetwood describes "This We Believe" - a design tool that he's used for the last five years to do just that.
CatLab Interactive designer Katia designed the QuizWitz community network and created both the website for the game and the studio. We felt it would be interesting to shed a light on her work and interests.
Fake endings are a dime a dozen in video games, but with the right execution, they can be powerful and effective. Despite its age, Dragon Quest III is a fine example of this, that all game designers and writers can learn from.
Epic Owl's CEO Juha Vainio writes about the meaning of Minimum Viable Products in mobile game production.
Your audience of players observes a single gameboard. Winner stays. Game design thought experiment.
Devtodev lead analyst Vasiliy Sabirov describes all major methods of LTV calculation - from easiest and less exact, to the most complex and as accurate as a clock.
This post will explain the steps I went through to enable stereoscopic 3D in Unity3D. Specifically, quad-buffer stereoscopic 3D (QBS3D) used to perform professional grade 3D effects. This journey starts in 2011 and conclude with the latest release 5.1.3.